C1 to C9

This is a list of items that have been published to the test server as of build 370878.

1. Extrinsic Damage Amplifier II

+12% Drone Damage? Looks like a display bug.

Volume

5 m3

Mass

1 kg

Tech

2

Structure HP

40

Meta

5

Slot

Low

CPU

40 tf

Powergrid

1 MW

I’m looking into upping this module in power. I mostly have the CPU and damage to work with, because of the way the technical backend is, I can’t affect the RoF of drones. But we should be able to adjust the rest of the stats to make up for that somewhat. The goal is definitely to make this module be on par with the other damage amplifier mods.CCP SoniCloverlink

2. Ancillary Shield Booster (S/M/L/X-Large)

Large:

Slot

Medium

CPU

100 tf

Powergrid

150 MW

Regarding the fueled shield booster – I doubled the effect, the cap use and the capacity. So you can carry more, each charge will be much more effective, but running the module without charges is crippling. But IMO it needs to be that way because doubling the shield boosting effect makes it so much better stat wise to normal shield boosters and the intention is absolutely not to obsolete them in any way. I’m sure more tweaking is needed, but let’s see how this plays out. From the testing I’ve done on the internal servers it looks promising, but as always the real test is when it’s on Sisi and in the hands of you players, you with your uncanny abilities to break everything good and decent *runs away crying*CCP SoniCloverlink

3. Armor Adaptive Hardener I

It’s an active module with a 10 sec cycle, every cycle it checks the damage received in the cycle and adjust the resistance bonus the module gives based on that. It takes the top two damage types and increases the resistance against them while reducing the other two by the same amount (if you have received only a single damage type, it adjust only that one). It’s a zero-sum system, meaning for instance that if the resistance bonus for a damage type is at 0, it can’t be reduced further and the one’s to be increased don’t increase as much.CCP SoniCloverlink

The resist is calculated for the module itself, but when it’s applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual.CCP SoniCloverlink

We’d love to make a T2 version also before Inferno, we only have this one version now because we’re still tweaking it, but once we’re happy with it as a T1 version we should be able to do a T2 version also (no promise though ) But we’re not making faction versions for Inferno (hopefully later).CCP SoniCloverlink